Caligni Defender
Creature 8 (rare) — caligni, humanoid
Pre-Remaster content. May include legacy alignment.
AnvilShadeLANDSUBTERRANEANcaligni
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +16; greater-darkvision
Languages caligni, sakvroth
Skills acrobatics +17, athletics +18, intimidation +16, stealth +17, survival +16
Str
+4
Dex
+5
Con
+1
Int
-1
Wis
+2
Cha
+2
Items Shortbow, Chain Mail, Black Smear Poison (2)
AC 28
Fort +13
Ref +19
Will +16
HP 125 (death flame)
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, versatile-s) +19, Damage 1d6+8 piercing plus Black Smear Poison
Ranged Shortbow (deadly-d10, reload-0) +19, range increment 60 feet, Damage 1d6+8 piercing plus Black Smear Poison
Abilities
Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Light Blindness — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Attack of Opportunity —
Bravery — When the caligni defender rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the Frightened condition, reduce its value by 1.
Death Flame (light) — When the caligni defender dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 6d10 fire damage (DC 26 Reflex save). Their gear and treasure are unaffected by the flames and are left in a pile where they died.
Black Smear Poison — Many calignis use a debilitating poison crafted from subterranean fungi.
Saving Throw DC 16 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Enfeebled 1 (1 round)
Stage 2 As stage 1
Stage 3 1d6 poison damage, and Enfeebled 2 (1 round)
Saving Throw DC 16 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Enfeebled 1 (1 round)
Stage 2 As stage 1
Stage 3 1d6 poison damage, and Enfeebled 2 (1 round)
Shoulder to Shoulder — When adjacent to one or more defenders they can see, the defender deals an additional 2d6 damage with their Strikes.
Occult Innate Spells DC 24, attack +14
2nd Darkness (At Will), Obscuring Mist (At Will)
Cantrips (2nd) Detect Magic
WORKS WELL WITH
CrasherLAND / SUBTERRANEANThe Crasher's aggressive push draws enemy attention, enabling the Defender's Shoulder to Shoulder damage bonus from adjacency.
MenderLAND / SUBTERRANEANThe Mender sustains the Defender's front-line position while the Defender's Bravery and high Reflex complement the Mender's protective priorities.
WeaverLAND / SUBTERRANEANThe Weaver's area control funnels enemies through the Defender's Attack of Opportunity reach, compounding their zone denial.
PUNISHES
✖ movement✖ clumping✖ low Fortitude
Death Flame burst area makes clustered Anvils dangerous to each other
Works well with · Punishes · Pairing advice
Unlock with Tactics
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